I started up a new URP project with everything pretty much default.
When I first loaded in a scene I noticed some weird shading issues. There were two concentric circles that were shaded in a way that it seemed like a depth of field effect. I wasn't sure how to get rid of them, so I moved on.
I got a basic first person controller and discovered more strange artefacts as I started walking around weird line imperfections within the grids and such, and the weird depth of field of effect I found in the scene view carried over into the game.
I've tried to searching around to find out if anyone else has had this problem before me, but I couldn't find anything. I've also tried to change post processing settings as well as some basic lighting settings. Nothing seems to fix the issue.
This video shows the issue a little more closely: URP Artifacts
Ok, I fixed it by just creating a new project that did not derive from the URP template. Then I just manually converted it to URP.
I don't know why this happened when I was using the template. I don't know why this works. Probably it has something to do with the initial settings that come with the template, but that is just conjecture.
Related
When I attempt to build my project, the renderer renders only the UI and none of the actual 3D content of the game. In addition, when any animation takes place, afterimages form where the UI changes. Here are a couple images of what is expected to happen and what actually happens.
Expected:
expected menu screen
expected menu screen 2
Actual:
buggy menu screen
We are using URP and we are attempting to deploy on WebGL. We saw that others solved this issue when they turned off the skybox. However, when we tried to do this, it did not solve the problem. Please let us know what additional information is needed and if you've had this problem before. Thank you.
I have a Samsung Galaxy Tab Active 1, on the latest version of android it can handle, and just recently, after adding accessibility features that shouldn’t affect anything, the balls in my game stopped updating. I instantiate a ball, and change a few properties on it, and then for some reason I think it’s not calling the update method. There are no errors.
I’ve heard using PrefabUtility to instantiate might help, but I haven’t done that just yet. I will update if PrefabUtility works.
Any advice?
Whoops, this was due to me being a bit stupid. The main reason it was happening was because of a parsing error in some of the accesibility settings, as they were not saved correctly due to weirdness I can't wrap my head around with files in Android. TLDR: file did not save correctly, and so did not load correctly, and so data messed up, and so it errored before it could do anything.
This is my first time to make a Unity project. Everything works well on the Game view in Unity Editor. However, after I built the project and played it on Google Chrome, I found that the position of some gameobjects had been changed.
Here is a more detailed explanation. The left is what I saw on the game view, which was perfect. The right side is what I saw after built the project. The position of the grey picture had been changed.
Does anyone know how to fix this?
ps.I am using Unity 2020.3.18 with WebGL platform
Try exporting again but with the same resolution as the game view. In this case you would want to export in a 400x600 resolution (You can also edit the "index.html" file to change and experiment with the resolution). The problem has to do with the fact that changing the resolution of the game can affect where certain objects are and how much you can see.
I have a problem with surface light flickering on android devices. I have tried everything I found online including changing near/far clipping planes of the camera, changing some quality settings like cascade shadows, turning shadows off/on, limiting to just one light source but I always get this problem. Everything looks OK in the editor.
Models in my game are made of multiple smaller 3d objects and it is always few of them that get this glitch.
This is how it looks:
You say that your models are made from multiple smaller models. Are you sure this is a lighting issue and not a z-fighting issue?
This can happen when two planes are in the exact same place, and which one is in the front can randomly change from frame to frame giving a flickering effect.
I could not find a credible Unity source explaining this issue, but here's a link to the Wikipedia on Z-fighting
As far as I know the only solution is to change your models to make sure the overlapping doesn't happen. Either my moving one of the planes down or deleting one of them.
For weeks Ive had this problem trying to build my Oculus game to an executable build. Everything works in the editor but when I build, 80% my materials that have images/psd files as the diffuse and/or emission come out like this:
The build log gives me this, which I dont know what to make of:
I looked in graphics settings here and tried adding the standard shader in always included, and even tried pasting everything into a new scene:
But nothing works. And some images are working (see the blue screen with the thumbs up). But the rest do this. What could be the problem?